Raven Engine v0.1
A modern 3D Game Engine
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Raven::ToneMapData Struct Reference

Configuration for the HDR -> LDR tone mapping pass. More...

#include <ToneMapPass.h>

Public Member Functions

template<typename Visitor>
void Reflect (Visitor &&v)
auto operator<=> (const ToneMapData &) const =default

Public Attributes

float Exposure = 1.0f
 Pre-tone-map exposure multiplier.
int Operator = 0
 Tone mapping operator: 0 = ACES, 1 = Reinhard, 2 = Uncharted2.
int GammaCorrect = 0
 Non-zero to apply gamma correction (2.2) after tone mapping.
float _pad = 0.0f

Detailed Description

Configuration for the HDR -> LDR tone mapping pass.

Member Function Documentation

◆ operator<=>()

auto Raven::ToneMapData::operator<=> ( const ToneMapData & ) const
default

◆ Reflect()

template<typename Visitor>
void Raven::ToneMapData::Reflect ( Visitor && v)
inline

Member Data Documentation

◆ _pad

float Raven::ToneMapData::_pad = 0.0f

◆ Exposure

float Raven::ToneMapData::Exposure = 1.0f

Pre-tone-map exposure multiplier.

◆ GammaCorrect

int Raven::ToneMapData::GammaCorrect = 0

Non-zero to apply gamma correction (2.2) after tone mapping.

◆ Operator

int Raven::ToneMapData::Operator = 0

Tone mapping operator: 0 = ACES, 1 = Reinhard, 2 = Uncharted2.


The documentation for this struct was generated from the following file: